/* ** gltexture.cpp ** Low level OpenGL texture handling. These classes are also ** containers for the various translations a texture can have. ** **--------------------------------------------------------------------------- ** Copyright 2004-2005 Christoph Oelckers ** All rights reserved. ** ** Redistribution and use in source and binary forms, with or without ** modification, are permitted provided that the following conditions ** are met: ** ** 1. Redistributions of source code must retain the above copyright ** notice, this list of conditions and the following disclaimer. ** 2. Redistributions in binary form must reproduce the above copyright ** notice, this list of conditions and the following disclaimer in the ** documentation and/or other materials provided with the distribution. ** 3. The name of the author may not be used to endorse or promote products ** derived from this software without specific prior written permission. ** 4. When not used as part of GZDoom or a GZDoom derivative, this code will be ** covered by the terms of the GNU Lesser General Public License as published ** by the Free Software Foundation; either version 2.1 of the License, or (at ** your option) any later version. ** 5. Full disclosure of the entire project's source code, except for third ** party libraries is mandatory. (NOTE: This clause is non-negotiable!) ** ** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR ** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES ** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. ** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT, ** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT ** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, ** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY ** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT ** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF ** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. **--------------------------------------------------------------------------- ** */ #include "gl/system/gl_system.h" #include "templates.h" #include "m_crc32.h" #include "c_cvars.h" #include "c_dispatch.h" #include "v_palette.h" #include "gl/system/gl_cvars.h" #include "gl/renderer/gl_renderer.h" #include "gl/textures/gl_material.h" extern TexFilter_s TexFilter[]; extern int TexFormat[]; EXTERN_CVAR(Bool, gl_clamp_per_texture) //=========================================================================== // // Static texture data // //=========================================================================== unsigned int FHardwareTexture::lastbound[FHardwareTexture::MAX_TEXTURES]; //=========================================================================== // // STATIC - Gets the maximum size of hardware textures // //=========================================================================== int FHardwareTexture::GetTexDimension(int value) { if (value > gl.max_texturesize) return gl.max_texturesize; if (gl.flags&RFL_NPOT_TEXTURE) return value; int i=1; while (iw) memcpy( scaledbuffer + rw * y * 4 + w * 4, scaledbuffer + rw * y * 4 + w * 4 -4, 4); } // also duplicate the last line for the same reason! memcpy( scaledbuffer + rw * h * 4, scaledbuffer + rw * (h-1) * 4, w*4 + 4); deletebuffer=true; buffer=scaledbuffer; } } } glTexImage2D(GL_TEXTURE_2D, 0, texformat, rw, rh, 0, GL_RGBA, GL_UNSIGNED_BYTE, buffer); if (deletebuffer) free(buffer); // When using separate samplers the stuff below is not needed. // if (gl.flags & RFL_SAMPLER_OBJECTS) return; glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, wrapparam==GL_CLAMP? GL_CLAMP_TO_EDGE : GL_REPEAT); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, wrapparam==GL_CLAMP? GL_CLAMP_TO_EDGE : GL_REPEAT); clampmode = wrapparam==GL_CLAMP? GLT_CLAMPX|GLT_CLAMPY : 0; if (forcenofiltering) { glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT, 1.f); } else { if (mipmap && use_mipmapping) { glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, TexFilter[gl_texture_filter].minfilter); if (gl_texture_filter_anisotropic) { glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT, gl_texture_filter_anisotropic); } } else { glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, TexFilter[gl_texture_filter].magfilter); } glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, TexFilter[gl_texture_filter].magfilter); } } //=========================================================================== // // Creates a texture // //=========================================================================== FHardwareTexture::FHardwareTexture(int _width, int _height, bool _mipmap, bool wrap, bool nofilter, bool nocompression) { forcenocompression = nocompression; mipmap=_mipmap; texwidth=_width; texheight=_height; int cm_arraysize = CM_FIRSTSPECIALCOLORMAP + SpecialColormaps.Size(); glTexID = new unsigned[cm_arraysize]; memset(glTexID,0,sizeof(unsigned int)*cm_arraysize); clampmode=0; glDepthID = 0; forcenofiltering = nofilter; } //=========================================================================== // // Deletes a texture id and unbinds it from the texture units // //=========================================================================== void FHardwareTexture::DeleteTexture(unsigned int texid) { if (texid != 0) { for(int i = 0; i < MAX_TEXTURES; i++) { if (lastbound[i] == texid) { lastbound[i] = 0; } } glDeleteTextures(1, &texid); } } //=========================================================================== // // Frees all associated resources // //=========================================================================== void FHardwareTexture::Clean(bool all) { int cm_arraysize = CM_FIRSTSPECIALCOLORMAP + SpecialColormaps.Size(); if (all) { for (int i=0;i= CM_MAXCOLORMAP) cm=CM_DEFAULT; if (translation==0) { return &glTexID[cm]; } // normally there aren't more than very few different // translations here so this isn't performance critical. for(unsigned int i=0;i= CM_MAXCOLORMAP) cm=CM_DEFAULT; unsigned int * pTexID=GetTexID(cm, translation); if (texunit != 0) gl.ActiveTexture(GL_TEXTURE0+texunit); LoadImage(buffer, w, h, *pTexID, wrap? GL_REPEAT:GL_CLAMP, cm==CM_SHADE, texunit); if (texunit != 0) gl.ActiveTexture(GL_TEXTURE0); return *pTexID; }